Category: Retro

We Need Another Ikari WarriorsWe Need Another Ikari Warriors

In 1986 SNK released Ikari Warriors, it had all the makings of a classic title. Cool weapons, time strategies, two player action and a great challenge. We’re now seeing folks reproduce some of the essence of classic games by creating platformers like Little Big Planet and Mega Man 9, where is the love for the top-down scrollers?

Ikari Wariors was one of the first game titles to use a rotary joystick along with a directional system. Looking at the current generation Xbox 360 and PlayStation 3 it’s plain to see the joystick is equipped with this design. We’ve seen Geometry Wars utilize the analog stick to create a 360 directional attack, so it’s possible to utilize this behavior for Ikari Warriors.

Given SNK is still alive under the name SNK Playmore the intellectual property must still exist to breath fresh life into an Ikari Warrior remake, with about six to eight months development time a classy title could be re-developed using old concepts brought to the current generation hardware.

Blast grenades, RPG’s, smart bombs, air strikes the options are limitless and the concept has been proven to work. Given the gamer demographic of 18-34 it’s plain to see old gamers of the Arcade and NES would recall and rebuild their love for the title while attracting younger audiences whom have never seen an Ikari Warriors title; if it worked in 1986 are we so adverse to it working again?

Games do not have to implement full 3D perspective graphics to be cool, we’ve seen proof in that with the Wii and the demand for titles like Little Big Planet. We neeed another Ikari Warriors.

Gaming Flashback: River Raid (Atari 2600)Gaming Flashback: River Raid (Atari 2600)

One of the first games I was introduced to on the 2600 was River Raid, back in 1982. I remember it vividly, as I was at my cousin David’s house, who was older than me, and he’d “baby sit” me so the adults could have some adult time hanging out in the dining room. We’d sit in the family room playing 2600, mainly River Raid.

This is an Activision game, and was later ported to Atari 5200, Atari 8-bit, C64, ColecoVision, IBM PCjr, Intellivision, ZX Spectrum, and MSX. The player controls an airplane in a top-down view over a river and gets points for shooting down enemy planes, helicopters, ships and balloons (for versions after the Atari 2600). By flying over fuel-stations, the plane’s tank can be refilled. The player can shift side to side and change the speed of the plane. Sections of the river are marked by bridges.

The game was highly acclaimed for its ability to stuff tons of map into small amounts of space. The map was huge and it fit on the disk because it’s randomly generated using a common starting seed, basically, imagine some of the Diablo dungeons…they’re randomly generated but the starting seed which starts the random process is also ‘random.’ (probably based on clock time which isn’t too uncommon). Atari, rather than try to make a random level each time used the level random generator to build a procedural based level rather than drawing it and saving it into the cart. GENIUS.

A more highly randomized number generation system was used for enemy AI to make the game less predictable.

Germany consider this game harmful to children, indexing it on their list of games “harmful for children” along with the game Speed Racer. It remained on their list until 2002 (since 1984) when developers petitioned it off the list before the PS2 launch of Activision Anthology (otherwise they’d not be able to put it in the game)

Some of the Germany reasons: Minors are intended to delve into the role of an uncompromising fighter and agent of annihilation (…). It provides children with a paramilitaristic education (…). With older minors, playing leads (…) to physical cramps, anger, aggressiveness, erratic thinking (…) and headaches (wikipedia)

All in all, a great game! To hear all the details on River Raid and our opinions, checkout TD Gaming Podcast Episode 78.

Gaming Flashback: MystGaming Flashback: Myst

Myst was published by Brøderbund Software, developed by Cyan Worlds and created by two brothers that did the design and directed the game (it was, much like a movie).

The original game was released on the Macintosh (in 1993) and then later ported to Microsoft Windows and Sega Saturn, PlayStation, Jaguar CD, AmigaOS, CD-i, 3DO, PlayStation Portable, and Nintendo DS.

Myst puts the player in the role of the Stranger, who uses an enchanted book to travel to the island of Myst. There, the player uses other special books written by an artisan and explorer named Atrus to travel to several worlds known as “Ages”. Clues found in each of these Ages help reveal the back-story of the game’s characters. The game has several endings, depending on the course of action the player takes.” (wikipedia)

The game was a success, no doubt, and was considered the best selling PC game of all time until TheSims dethroned it. Besides mind blowing graphics, at the time, Myst helped move the game and PC industry along by selling CDROM’s. The game required a CDROM, which was rare at the time, and I recall them bundling Myst with some CDROMS or hyping it as “you need a CDROM so you can play Myst.” On more than one occasion when a person game to me asking what they should get to show off their new (costly) CDROM I would say “you need to try Myst.”

The gameplay of Myst consists of a first-person journey through an interactive world. The player moves the character by clicking on locations shown in the main display; the scene then crossfades into another frame, and the player can continue to explore. Players can interact with specific objects on some screens by clicking or dragging them(wikipedia)

Franchise sales: 12-million copies (first Myst game alone in the franchise, 6-million), pretty impressive eh?

You don’t have to be a huge Myst fan to know how it changed the industry, grew the medium of CD-based games and entertained millions. A real gamers thinking game!

To hear our full impression of Myst, checkout the TD Gaming Podcast Episode 77.

Mega Man 9, Xbox 360 and PlayStation 3 ConfirmedMega Man 9, Xbox 360 and PlayStation 3 Confirmed

Capcom has finally come out and stated Mega Man 9 will indeed be available on the PlayStation 3 (PSN) and Xbox 360 (Xbox Live). Capcom may be making a great move by providing everyone the ability to play their new retro title in download form. The game is definitely going to be a smaller title with a niche appeal, you really want to gain as much access to gamers as possible.

Although WiiWare is a great staging point for a new/old franchise there is absolutely nothing wrong with expanding it to the other consoles, even the PlayStation 3, giving all gamers the choice of which platform to purchase the title for.

In many ways, a console gamer with all consoles can chose the version of Mega Man 9 which will provide them the best “controller” experience. You want to play on an Xbox 360 controller? Great! Perhaps the Wii classic controller is more your style? Fine! Wanna stick with the proven PlayStation controller? Excellent!

Hopefully we’ll get a sense of which console moves the most downloads for Mega Man 9, as this will define who gets great gaming DLC in the future. Oddly enough, it might be the Xbox 360 because of its console sales count and total attach rate, even though the Wii has huge volume of users they don’t purchase very many games (if any).

(Thanks, Kotaku)

Are Game Controllers Too Complicated?Are Game Controllers Too Complicated?

The same company that brought us the NES Advantage has proven the Wii control scheme isn’t as bad as critics speculated. The beauty of adding the “waggle” technology is limiting your button count to a reasonable level without overwhelming gamers.

We’re seeing casual gaming on the rise both in the press and in the public. Yet, each “next generation” console brings new features and functionality to the consoles, games and accessories. Since NES birthed the SNES we’ve seen button count increase on controllers.

Nintendo has usually been conservative on buttons, trying to work “shape” over sheer volume of buttons, barring the C button count on the N64 controller. Nintendo controllers change shape with each generation and they’ve evolved, not innovated, their way around with the Wii control scheme. Each function of the controller exists, on its own, in other products but nobody has built a fully functional controller in such a way for a game console until now.

Sony took pieces of this concept in their PS3 controller and its ability to detect “tilt.” Xbox 360 stuck with the beefy controller with lots of buttons and analog sticks. Not just a D-Pad but two analog sticks and a ton of buttons to press, some pressure sensitive as well. What of our next-generation console? Maybe a few new buttons?

Or, maybe a few new motions? Wii evolved the control scheme and Sony validated their decision, what’s next? Are the controllers just too damn complicated in today’s world? Or, perhaps limiting the buttons brings in more gamers, like Grandma and Grandpa, to play your console as well.

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Retro Gaming Moves: Spinning Bird KickRetro Gaming Moves: Spinning Bird Kick

In 1987, Capcom created a new winner with the Street Fighter series. Knowing the demographic, they went for teenage boys with the desire to play fighting games in the arcade in competitive fashion. But is a good fighting game without some eye candy?

Chun-Li was the star, with her Spinning Bird Kick. Actually, Chun-Li never saw the first Street Fighter title… only Ken and Ryu (mainly Ryu) were available in the first series installment. This got our taste wet for battle, and Street Fighter II introduced us to a whole range of great moves and character designs.

Out of all the characters, Chun-Li held her own as a cute skinny yet muscular female with moves like no other. Her Spinning Bird Kick would allow her to flip upside down and whack the opponent upside the head a few times as they fall to their back on the stone.

Chun-Li, or “spring beauty” in Mandarin, was famous for her sexy anime legs and their spinning doom. Gamers would perform the move that the worse possible time for their opponent, such as in mid-jump when your opponent had nothing but death and peril awaiting their landing.

Ken and Ryu had spinning kicks too, but without the inverted impossible moves of Chun-Li it fell short of awesome. When it comes to animated violence, perceived hot chicks and young boys battling for ego and rights to be the winner, the Spinning Bird Kick and Chung-Li was a great choice.

The British rock band Arctic Monkeys have an instrumental song titled “Chun Li’s Spinning Bird Kick” and was nominated for a Grammy for Best Rock Instrumental Performance (wikipedia).

It does without doubt, every Street Fighter II player remembers the crazy spinning kicks of Chun-Li and this is what makes her have retro gaming moves!

Gaming FlashBack: Baldur’s GateGaming FlashBack: Baldur’s Gate

Baldur’s Gate isn’t too old, it was released in November of 1998, but that’s still a bit dated now. The gaming industry isn’t friendly to the years, often working in what seems to be accelerated “dog years” in terms of technological advancements. It figured this was worth covering because it’s one of the best selling and considered a top tier single-player RPG by most accounts.

It was also developed by BioWare, who, at the time, only had one other game under their belt from two years before called Shattered Steel.

The story begins just after a devastating event in the Forgotten Realms D&D campaign called the “Time of Troubles.” This was a great twist in the standard D&D campaign, it caused all curative magic (clerics) to lose their ability to heal unless near their deity, magic didn’t function correctly (I believe this is where the Wild Mage came from) and was unpredictable and gods walked the earth as mortals which caused magic to, in effect, die while the gods were away. Since the storyline starts slightly after this event, the game contains healing and magic but the storyline is impacted by prior events of course, people have trust issues.

The game was made great because it held “mostly true” to the 2nd Edition D&D roots so the learning curve for D&D player’s wasn’t so rough; some things were adjusted to handle the real-time effect of a video game RPG. You could party with up to six Non-Player-Characters (NPC’s) whom would swap in and out of your active party over time as part of the storyline (something also implemented by the US release of Final Fantasy 2).

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Retro Gaming Moves: Screw Attack [Metroid]Retro Gaming Moves: Screw Attack [Metroid]

One of the most famous classic gaming moves, Screw Attack, is one of Samus Aran’s best power suit moves in Metroid. It was powerful enough to kill most enemies by contact; one hit for one kill.

What makes this special attack at retro gaming classic is its well balanced game play style. Although Screw Attack is enormously powerful it required Samus to jump at full length to trigger. On more than one occasion gamers would use their Screw Attack to kill an enemy easy to find they don’t have a great platform to stand on and land in the lava, in a worse situation than they started.

Game developers knew they had a hit on their hands, as Screw Attack makes an appearance in many of the future Metroid games after the original NES release. The power up had the ability to trigger at will, if somersaulting of course, yet requires skill and respect to use to perfection.

Screw Attack gives gamers a nice piece of mind, knowing a risky jump won’t end you with a tap from a flying enemy and a bath in the lava. You could freely jump and destroy annoying little enemies whom have no other goal but to get in your way and slowly take away energy with each tiny hit.

On one hand Screw Attacks main purpose is to allow a gamer to jump through areas in levels quickly without an extreme annoyance from starter enemies strategically placed to add challenge. As Samus grows in power the beginning enemies aren’t the true threat and thus are wiped from the level as you go. You become more worried when encountering new, stronger enemies who cause real harm to you and your super suit.

This retro move is placed perfectly in level progression, making you feel a great sense of accomplishment when aquiring it (it’s not just another missile pack) and allows you to progress into deeper caverns without utter fear at every tap. Powerful enough to invoke when needed but weak enough to leave you vulnerable in closed quarter battle.

Screw Attack, a Retro Gaming Move.

Mega Man 9, WiiWare, Retro Gamers Rejoyce!Mega Man 9, WiiWare, Retro Gamers Rejoyce!

It’s been confirmed, in Nintendo Power at least, that Mega Man 9 is officially going to be something you can download on the Wii console. The game is being developed by Ini Creates, a company of ex-capcom folks who are also responsible for Mega Man Zero and Mega Man ZX series.

Of course, this is a Capcom published game and is said to also be ‘multi-platform’ with an appearance being made on Xbox Live Arcade and PlayStation Network.

At first, there was a fear the game would go “new school” and take advantage of all the Wii has to offer, but with the Virtual Console and all of its retro appeal they’ve decided to stick with an old school feel to the game. This is by far the best move we’ve heard, as a retro gamer at the target demographic age, I’m thrilled.

Mega Man 9 is going to reflect the older games, without an 8-bit graphical look of course, using the Wii remote sideways (presumably also using the retro classic controller) and is not said to use any of the motion sensing abilities of the Wii.

This will be the first title in the Mega Man series to offer a female robot opponent. Mega Man 9 will provide a new host of baddies, including:

  • Magma Man
  • Galaxy Man
  • Jewel Man
  • Concrete Man
  • Hornet Man
  • Plug Man
  • Tornado Man
  • Splash Woman

The inclusion of a female robot may be playing to the casual game demographic which is popular with the Wii and casual games in general. Or, they’re just looking for variety. End result is still retro awesomeness.

(Thanks, 1up)

Classic Cinematics: DiabloClassic Cinematics: Diablo



Diablo is a classic title with endings for each class you can play, but all give you the same result: hell and torment. You battle your way through a very difficult game, defeating legions of evils minions, piling their corpses upon the floor as you dig deeper into hell.

Eventually, you battle the essence of hell itself: Diablo. However, the ending does not give you warm fuzzies. The ending shows the results of a man with a burden and ends with the transfer of such burden.

Pure evil. Pure fun. Exciting and well crafted ending. For more talk on cinematic endings, listen to the TD Gaming Podcast Episode 75.